#ifndef _CHINESE_INK_PAINTIING_
#define _CHINESE_INK_PAINTTING_

struct Attributes{
    float3 positionOS : POSITION;
    float3 normalOS   : NORMAL;
    float2 texcoord   : TEXCOORD0;
};

struct Varyings{
    float2 uv         : TEXCOORD0;
    float4 positionCS : SV_POSITION;
    float4 color      : COLOR;
};

Varyings vert(Attributes IN)
{
    Varyings OUT = (Varyings)0;  // This Init output must be Careful, if position not sign
    VertexPositionInputs vertexInput = GetVertexPositionInputs(IN.positionOS);
    OUT.positionCS = vertexInput.positionCS;
    OUT.uv = TRANSFORM_TEX(IN.texcoord, _BaseMap);
    OUT.color = float4((IN.normalOS * 0.5 + 0.5), 1.0);
    return OUT;
}

float4 frag(Varyings IN) : SV_TARGET
{
    float4 OUT;
    //float4 mapColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
    OUT = IN.color;
    return OUT;
}


#endif